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Judge GhisThis scheming judge’s armor is more colorful and lighter-looking than that of the other Archadian Judges. – Imban

Judge Ghis(CR 12)

XP 19,200
Hume Judge Magister 12
LE Medium humanoid (hume, Mini-Boss)
Init: +4; Senses Perception +14


AC 33, touch 16, flat-footed 29 (+14 armor, +2 deflection, +4 Dex, +2 natural, +1 shield)
hp 143 [204] (12d12+60)
Fort +15, Ref +10, Will +9
Defensive Abilities Stalwart
DR 9/-
Immune critical hits (25%), frightened, shaken, sneak attacks (25%)


Speed 40 ft.
Melee +3 knight sword +22/+17/+12 (1d10+11/19-20), +2 defending battleaxe +21/+16 (1d8+11/x3) or +3 dwarven urgrosh +24/+19/+14 (1d8+16/x3)
Special Abilities Determination (4/day), Judge’s Might (7/day, 12 rounds), Judgment (+4, 4/day), Knockdown, Shield Ally
Limit Breaks Elemental Torrent


Before Combat: If Ghis has a chance to set up, he’ll activate Judge’s Might immediately before combat begins.
During Combat: Ghis immediately uses Judgment when combat begins, boosting whichever abilities he feels he’s lacking against his foes, and then activates Judge’s Might as soon as possible afterwards. If he wishes to set his weapon against a charge or has to move during a round or is otherwise limited to a single attack, he combines his weapons together, but otherwise he keeps them separate during combat. When his weapons are combined, he will always assign the full +2 of the defending half to his armor class. He has a small stock of powerful potions in case he needs to heal himself or his allies.


Str 28, Dex 19, Con 20, Int 12, Wis 8, Cha 18
Base Atk +12; CMB +21; CMD 35
Feats Antagonize*, Double Slice, Endurance*, Improved Two-Weapon Fighting, Power Attack, Stand Still*, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Adept (Judge Weapon)
*Bonus Feat
Skills Bluff +5, Climb +22, Diplomacy +19 (+23 gather information), Disguise +5, Intimidate +25, Knowledge (Nobility) +16, Perception +14, Sense Motive +20
Languages Common and one more
SQ Active Defense (+3), Advanced Knight Talents (Superior Strength of Arms), Always Wary (+4), Armored Defense, Armor Training (+3), Authority, Badge of Office, Fortification (Light), Fortress of Defense, Heavy Weaponry, Knight Talents (Improved Armored Defense, Improved Strength of Arms, Irrepressible Justice, Picket, Quick and Mobile, Strength of Arms), Second Judgment, Stem the Tide, Stern Gaze (+6), Threat Control
Gear +3 Judge Weapon Knight Sword, +2 Defending Judge Weapon Battleaxe, +5 Full Plate, Amulet of Natural Armor +2, Cloak of Resistance +2, Ring of Protection +2, Mega Potion x3, Purifying Salt x4


Elemental Torrent (Su)

3/day while under 50% HP, as a standard action Judge Ghis may produce a vertical column of random elements roaring downward upon an area within 60 ft. The area of effect is cylindrical (15-ft.-radius., 40-ft.-high). Enemies within the area of effect take 6d6 points of non-elemental damage, a Reflex save (DC 20) reduces the damage by half. Those who fail the Reflex must make a Fortitude save for each status effect (DC 20) or be inflicted with Blind, Confuse, Curse, Silence, Slow, and Statue status for 3 rounds each.


Ghis’s knight sword and battleaxe have a special weapon modification, “judge weapon”, which allows them to be combined into a dwarven urgrosh or split apart again as a free action. Magical enhancements from each of the individual weapons carry over to the ends of the dwarven urgrosh, and proficiency with the modified weapon versions of its parts makes him proficient with the dwarven urgrosh.